Rougue 5th

Post/Author/DateTimePost
#1

Edilon_francisco

Sep 04, 2015 18:14:51

I think the 5th edition needs a table with the general martial powers (or maneuvers) for all characters that use no spells. Because the only power of rougue is the sneak attack and nothing else, he is dependent of feats.

#2

AaronOfBarbaria

Sep 04, 2015 18:22:51

That statement is inaccurate.

 

The rogue class has numerous features besides sneak attack that make it attractive to players, even though they aren't all directly beneficial to combat like sneak attack is.

#3

BRJN

Sep 04, 2015 18:47:40

Cunning Action - which can allow you to move past enemies without getting clobbered - says Hi.

 

And: I put Rogue1 on my AL Monk for Expertise and the more-inclusive Starting Equipment choices.

 

#4

pukunui

Sep 04, 2015 18:48:35

Rogues had access to martial maneuvers at one point during the playtest, but it proved to be unpopular enough in feedback that WotC decided to drop it.

#5

Cyber-Dave

Sep 04, 2015 19:39:38

There are also universal martial powers for all classes in the DMG. But yea, between sneak attack, cunning action, expertise, uncanny dodge, the 5th rogue is doing just fine. My favorite class. 

#6

Zardnaar

Sep 04, 2015 20:02:49

pukunui wrote:
#7

pukunui

Sep 04, 2015 19:45:37

Zardnaar wrote:
#8

MechaPilot

Sep 04, 2015 19:52:43

pukunui wrote:
#9

Ashrym

Sep 04, 2015 21:36:54

Rogue is one of my favorite classes in 5e.  Cunning action and reliable talent define the class for me more than sneak attack does.  I find a nice balance abilities in and out of combat available already.

#10

Xeviat-DM

Sep 05, 2015 0:33:01

Edilon_francisco wrote:
#11

Rya.Reisender

Sep 05, 2015 5:03:22

In 5E you really don't need a list of things you can do. Just say whatever you want to do.

 

The player playing the rogue in our group is a very roleplay-heavy player and his actions are the most interesting in the group, even during combat. And we have casters.

(Reply to #5)

arnwolf666

Cyber-Dave wrote:
#13

BoltHammer

Sep 05, 2015 9:21:19

Also if your rogue craves some more martial stunt options you can always take the Martial Adept feat a couple of times to build up a manuver list tailored to his/her style. I believe the Swahbuckler rogue subclass is also comming in the new book in november.

#14

Cyber-Dave

Sep 05, 2015 9:30:26

arnwolf666 wrote:
#15

tubadancross

Sep 05, 2015 14:52:22
Someone continually used improvised actions (they were big into pro-wrestling) and I felt bad since I am bad at improvising, so I wrote some basic rules (and took some drom the DMG) on how I would make rulings so there was a precedent. In my roll20 games I labelled it, "Wrestling Rules," and it has been updated as actions were made. I am not sure how to do that thing where a spoiler is minimized so sorry for this huge wall of stuff. (Note: this character was a monk, but the expertise of a rogue would probably make them significantly better with the rules I've made).

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It should be noted that these are not house rules as much as they are predetermined rulings laid out for you to use as you wish.

Grapple (action): Roll athletics vs. athletics or acrobatics to grapple a creature. 
Requires 1 hand.

Restrain (action): Roll athletics at disadvantage vs. athletics or acrobatics or athletics vs. athletics or acrobatics if the target is grappled to restrain a creature. 
Requires 2 hands.

Shove (action): Roll athletics vs. athletics or acrobatics to push an opponent 5ft away or knock prone.

Shove Aside (action): Roll to shove with disadvantage to push or pull an opponent 5ft in any direction and knock them prone.

Disarm (action): Make an attack roll vs. a strength or dexterity save or athletics or acrobatics check. If you are successful you deal no damage but cause the target to drop an object they are holding. If the target is holding the object with two hands they have advantage on their roll.

Climb onto a Bigger Creature (action): Roll athletics or acrobatics vs. acrobatics to climb onto a creature at least one size larger than you. While climbing on a larger creature you have advantage on attack rolls against it. You may move within the larger creature's space as if it is difficult terrain. As an action the larger creature may roll athletics vs. athletics or acrobatics. If the larger creature is successful it may treat its roll as if it was a successful grapple check in addition to removing the smaller creature.

Overrun (action/bonus action): Roll athletics vs. athletics or acrobatics to move through an opponent's space. If you are larger than the creature whose space you move through you have advantage on your roll.

Tumble (action/bonus action): Roll acrobatics vs. athletics or acrobatics to move through an opponent's space. If you are smaller than the creature whose space you move through you have advantage on your roll.

Rope Kick (action/bonus action): While swinging from a rope you may roll an athletics or acrobatics check against your opponent's armor class. On a successful check your movement stops and you deal 1d4 damage per 10 feet swung. Additionally, the target must make a DC 10 strength saving throw or be pushed half of the distance swung.

Body Slam (action/reaction): You may position yourself so falling damage deals 1d6 every 5 feet rather than every 10 feet. Roll acrobatics vs. a dexterity saving throw of a creature you can land on. If the creature fails their dexterity saving throw they take the full damage from your fall and you become resistant to falling damage for the rest of the current fall.

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#16

Chameleon-X

Sep 06, 2015 10:32:45

Scoundrel (Rogue)

Rogue Talents

Starting when you select this subclass at 3rd level, you have acquired the knowledge and skill to perform a number of special maneuvers. You gain three superiority dice, which are d6's, and you learn two maneuvers of your choice. At Levels 6, 10, 14, and 18, you learn an additional maneuver. At levels 9 and 17, your superiority dice increase by one size (1d6 > 1d8 > 1d10)

     You may choose from the following manuevers. Those that are not described below are given on Page 74 of the PHB.

 

Artful Dodger: When you deal Sneak Attack damage to a creature, you may expend one superiority die. You add the superiority die result to your damage roll. You may then use your reaction to take the Disengage Action.

 

Blinding Attack: When you deal Sneak Attack damage to a creature, you may expend one superiority die to attempt to blind the target. You add the superiority die result to your damage roll, and the target must make a Constitution saving throw. On a failed save, it is blinded until the end of your next turn.

 

Disarming Attack

Distracting Strike

Evasive Footwork

Feinting Attack

 

Hamstring Slice: When you deal Sneak Attack damage to a creature, you may expend one superiority die to cripple their ability to move. You add the superiority die result to your damage roll, and the target must make a Constitution saving throw. On a failed save, the target becomes restrained until the end of your next turn.

 

lunging Attack

Parry

Precision Attack

Pushing Attack

Riposte

 

Ruthless Ruffian: When you hit with a weapon attack using a weapon that deals bludgeoning damage, you may expend one superiority die to stagger the target with the force of impact. You add the superiority die result to your damage roll, and the target must make a Constitution saving throw. If it fails the save, it is stunned until the end of your next turn.

 

Sweeping Attack

Trip Attack

Fighting Style

Beginning at 3rd level, when you select this subclass, you may select a fighting style from among the Archery, Dueling, Mariner, or Two-Weapon Fighting styles. You may not gain the same fighting style twice, even if you get to choose again.

Extra Attack

Beginning at 9th level, you may attack twice, instead of once, when using the Attack action on your turn.

Critical Flurry

At 17th level, when you score a critical hit with a weapon attack, you regain one of your expended superiority dice.

(Reply to #15)

Helaman

Where does the above come from?

(Reply to #17)

Chameleon-X

Helaman wrote:
(Reply to #16)

arnwolf666

Chameleon-X wrote:
#20

Mistwell

Sep 06, 2015 16:43:15

Edilon_francisco wrote:
#21

Elfcrusher

Sep 06, 2015 18:22:57

Rogues have all kinds of special powers.  They just aren't necessarily combat related.  Because D&D isn't just combat.

 

I like the Scoundrel idea, but I think all of the special maneuvers should be "dirty tricks" and...more importantly...somewhat replicate spell effects.  So "Blinding Attack" is, in fact, a good example.  Another one could impose Disadvantage on the enemy the next round, another could prevent the enemy from taking Reactions (currently only Shocking Grasp does that, correct?), another could prevent healing for one round, one to slow movement for a round, etc.  And I hate to go all WoW on y'all...but this game needs DoT bleed effects.  "Hemorrhaging Strike" for the win.

 

Oooh...and speaking of tactical synergy: how about two different strikes, one of which imposes Disadvantage on Dexterity saves/checks for one round, and one of which does the same for Constitution checks?  (Willpower....eh, it would be awesome but I think it's a stretch, thematically.  Leave that for the Psion.) 

 

And finally, one that exposes the enemy to a devastating follow-up attack: if the opponent fails some kind of save or check the Rogue gets advantage on the next attack, and if both rolls hit it's an automatic crit.

 

To the extent possible I'd want to see these maneuvers NOT overlap with Battle Master maneuvers, and I'd be 100% fine with none of them doing any direct extra damage: only secondary effects.

 

I could see myself giving that subclass a thumbs up.  Scoundrel is a pretty good name for it, too.  Needs some good ribbons, or non-combat abilities, though.  Maybe something related to Deception and/or Sleight-of-hand?

 

(Why isn't the idiom "a thumb up"?  Why plural when the article is 'a'?  Or is it supposed to be possessive?  Does my thumb have an up?)

#22

Mad_Jack

Sep 06, 2015 21:50:59

Elfcrusher wrote:
#23

Ahrimon

Sep 07, 2015 15:21:33

Elfcrusher wrote:
#24

Elfcrusher

Sep 07, 2015 18:52:28

Ahrimon wrote: